info_landmark
that defines the same point in space in both maps.c3l5
or ch3_lvl5
.map1 ←→ map2
, even if the player is meant to progress one way. Where players aren't meant to backtrack, place the "return" trigger as a small brush in an unreachable place, with USE Only (2) flag set. Not setting this up properly will crash the game.trigger_transition
is set up with the same name as the info_landmark
, the trigger_changelevel
can be triggered by other entities. The player will change level only if they are inside the trigger_transition
when the trigger_changelevel
gets triggered. For example, an elevator door's "target on close" fires the elevator's changelevel, and the changelevel succeeds if the player is inside the elevator but fails if they're outside of it.trigger_transition
taking care of the affected area, the trigger_changelevel
then needs to be placed in an unreachable area (preferably with USE Only (2) flag set) to avoid out-of-sequence activation. In our elevator example, we want the changelevel to occur after the elevator door has fully closed and not when the player touches a trigger_changelevel
when the door could still be open.trigger_auto
but differ in that trigger_auto
fires once on map load, whereas the change target fires every time you load into a map from this map through this specific trigger_changelevel
. This is useful when using the trigger_changelevel
+info_landmark
+trigger_transition
triple setup to kickstart the corresponding sequence in the other map, for example a multi_manager
that plays the elevator sequence and opens the door in an elevator level change.You must log in to post a comment. You can login or register a new account.
Out of curiosity I looked up trigger_changelevel in the Half-Life SDK and it appears it only defines the "USE Only" flag and this is the only flag it checks against.
It seems it's a leftover from Quake where after a level change was triggered it would switch camera to an info_intermission during the "monsters killed/secrets found" screen, unless the flag was checked. While this functionality was removed in Half-Life, the flag remained.
TLDR: The "No Intermission" flag doesn't do anything and is just a leftover from Quake.